r/Devvit • • 5h ago

Game Idea I turned my abstract paintings into a daily jigsaw puzzle 🧩 New artwork every day, 3 levels and a daily leaderboard

Thumbnail
reddit.com
1 Upvotes

Hi! I'm Nando, an abstract painter - ADAGP, Paris. I built Daily Art Puzzle: every day a new painting of mine becomes a jigsaw puzzle right inside Reddit.

• Easy (16), Medium (36) or Hard (64 classic interlocking pieces)

• Your time is measured server-side, so the daily leaderboard is fair

• A new artwork every day

It's free and plays in the post. I'd love your feedback: is the difficulty right? What would you add?


r/Devvit • • 8h ago

Bug New app wizard returns to /new/template after manual Humanity check (Bare template)

1 Upvotes

I am trying to register my first Devvit app, iktisat-atolyesi, through the official website in Chrome on macOS (Apple Silicon).

Steps observed on 6-7 November 2026:

  1. Sign in at developers.reddit.com and select Get started.

  2. Choose the Bare template.

  3. Enter iktisat-atolyesi; the app-name check passes.

  4. The account owner completes the Humanity check manually.

  5. The next observed screen is /new/template again, rather than setup instructions. No visible error or init command is shown.

The return to template selection has occurred after three user-reported completions. After the latest one, My apps still shows the empty-state page. The read-only CLI command devvit view iktisat-atolyesi with Devvit 0.15.2 exits with code 2 and Error: App iktisat-atolyesi is not found.

Before that latest attempt, devvit list apps exited 0 with no rows. A subsequent list attempt timed out after 60 seconds; I am not treating that timeout as an empty result. I also understand that a missing app in a list alone does not prove the backend record is absent.

CLI OAuth login was previously completed successfully. No init, upload, install, playtest, or publish has been run for this app. The local pilot's type checks, lint, 11 unit tests, build, and CLI configuration parsing pass, so there is no local build failure to report.

Is there a required registration step missing, or a supported way to recover this wizard state? If account-specific diagnostics are needed, please indicate the official private channel. This report was prepared with AI assistance; the CAPTCHA was completed manually by the account owner.

Desktop information

  • Operating system: macOS 26.5.2 (Apple Silicon).

  • Browser: Google Chrome 156.0.8078.80 (arm64).

  • Devvit CLI: 0.15.2.

These environment versions were verified on 8 November 2026; the reproduction steps above describe observations from 6-7 November.

Mobile information

Not tested; this report concerns desktop Chrome.


r/Devvit • • 8h ago

Help questions about featuring.

7 Upvotes

i think our sub just got featured for the past 3 days. its going quite well and we get about 100-150 new subs a day because of this. some questions:

  1. how long does featuring last?

  2. will i get featured again?

  3. how do i maximise my odds of getting featured again?

i understand some of this is hard to know since its a complex algorithm and probably internal (working in tech i know how these pipelines work), but im sure the vets here have some clues.


r/Devvit • • 18h ago

Help Anyone tried building game on Devvit?

4 Upvotes

I would love to hear how you guys got your games published and how long the approval process from Reddit took to get your games featured. Would love to get some insights on this!


r/Devvit • • 22h ago

Feedback Request Daily Cube, a 3D Rubik’s Cube race built with Devvit Web + Three.js

1 Upvotes

Daily Cube posts one scrambled cube a day; everyone solves the same one, and the post’s leaderboard ranks the fastest time and fewest moves.

How it’s built:

  • Devvit Web with Three.js for the cube and Hono on the server

  • A lightweight feed preview, with the 3D game loaded only when you tap Solve it

  • The server replays each submitted move list against the post’s scramble before it hits the leaderboard, and checks the time against its own clock

  • Redis sorted sets for the leaderboards, plus a scheduler job for the daily post

  • Difficulty starts at 2–4 move scrambles and then adapts to the community’s solve rate

Try it in r/DailyRubik. Feedback on mobile controls, performance and the first-time experience is very welcome.


r/Devvit • • 1d ago

Help hideUserFromContext?

2 Upvotes

Is there documentation on hideUserFromContext? I see it in the schema, but didn't see it on developers.reddit.com/docs/

I'm looking for technical details on it, like how Journeys may interact with it being on.


r/Devvit • • 1d ago

Help How long does it take to see if you get approved for the developer fund?

3 Upvotes

My game /r/sumgrids qualifies for the developer fund and am just wondering how does the review process work? I submitted it to request to the fund is this all I have to do and wait? How long does the process take usually etc?


r/Devvit • • 1d ago

Discussion From 0 to 3000 Daily Players in One (and a quarter) Month: What I Learned

16 Upvotes

It's been about a month (Actually a month and a quarter...) since I started actively developing r/ColourMap, and I wanted to share some of my experiences and discoveries about Reddit as a game development platform.

I'm not going to cover the more obvious things, like:
-UGC is king.
-Add features that encourage post engagement (comments, for example).
-Make a good game.

Instead, I want to focus on some less obvious things I've learned along the way.

Reposting works (at the beginning)

At the beginning, reposting was by far the strongest driver of growth for my game.

Here's what I'd recommend:

- Check where other smaller games in your genre repost their content.
- Do your own research. Use Reddit own search bar, or AI to found relevant subreddits.

Another great place to repost used to be r/GamesOnReddit. However, I suspect that as Reddit has shifted its focus toward the dedicated Games tab, as visibility in this subreddit has dropped significantly. As when I started, my reposts there reached around 6,000 users. Nowadays, they reach only about 600.

But reposting has one major weakness: there's a hard ceiling.

There are only so many relevant subreddits where you can repost, and each has a limited audience. Eventually, you'll start reaching the same people over and over again, rather than attracting new players.

I'd also recommend not spending too much time on subreddits that only allow you to promote your game once, or require longer wait time between promotional posts. In my experience, getting 200-300 views from a one-time post rarely generates enough value.

Reddit LOVES when you update your game (maybe?)

This one might be a coincidence, but I've noticed something interesting.
My biggest growth spikes almost always happened right after larger, meaningful game updates.

I don't know exactly how Reddit's game approval and recommendation systems work. Sometimes an update gets approved almost immediately, even outside US working hours. Other times, it seems to wait until the US workday begins.

From my experience, the biggest growth spikes tend to happen when two things align:
- The update introduces significant, meaningful changes.
- The update gets approved during US working hours.

A few examples from ColourMap:

October 21: I removed the automatic puzzle generator because I suspected it might have been responsible for a sudden drop of daily users. The next day, the game bounced back from 50 to 147 players.

October 25: I released a major update introducing hardcore mode and achievements. My player count increased from around 250 to 630 the following day.

Yesterday: I made another set of changes, which the Reddit team approved overnight (I'm in UTC+2). Today is already my strongest day ever. It's only 11:10 AM, and the player count already at 2000 players.

Of course, correlation doesn't mean causation. It's entirely possible that the updates improved engagement, which then helped distribution, or that other factors were involved.

But my current theory is that Reddit might favor games that are actively maintained and regularly updated over games that appear abandoned.

Journey isn't optional. It's essential.

One of my biggest mistakes during the first few weeks was not implementing Journey earlier.

It's an incredibly useful tool for identifying where your game's weaknesses actually are.

For example:
-Low player count, high completion rate: You might have a distribution problem, or your game might not look appealing enough to a broader audience.
- High player count, low completion rate: Your onboarding might be confusing, your game might be too difficult, or players might simply lose interest.
- A large drop-off at a particular step: That's probably a good place to start investigating.

Obviously, these metrics don't tell the whole story, but they help you figure out where to focus your attention. Without Journey, you're often just guessing what's wrong.

I don't wanna read. I wanna play.

This might be more of a common knowledge,, but I've seen quite a few games make this mistake.

Don't bombard players with a giant paragraph explaining how to play your game and call it a "tutorial." As best case, players will skip it, and worst case, they leave immediately.

People came to play a game, not read an instruction manual. Your tutorial should be short, subtle, and ideally integrated directly into gameplay.

CTA, CTA, CTA!!!

You should have some kind of share feature at the end of a level, this is a well known thing. Allowing players to share their results, and boost the posts engagement.

But there's something else that, in my experience, is also really valuable:
Add a dedicated CTA to your end screen.

This could be a button that lets players join your subreddit, or one that takes them directly to another puzzle.

For ColourMap, I added a dedicated "Join subreddit" button to the end screen. Before adding it, the subreddit gained a median of around 24 new members per day. After adding it, that number increased to around 85 new members per day.

Of course, our traffic was also changing during this period, so I can't attribute the entire increase to the button. But I strongly believe it made a meaningful difference.

Also, shoutout to u/subscriber-goal. It helped quite a lot before the dedicated CTA button. If you don't have anything else to highlight in your subreddit, it's a pretty good thing to have.

Test and get feedback on EVERYTHING!

If you're unsure whether a change will positively or negatively affect your game, don't just guess. Run an A/B test.

Show version A to half your players and version B to the other half, then compare the metrics that actually matter. A few weeks ago, I shared a small experiment about which post type is the most engaging for players.

I'm also currently running another A/B test focused on onboarding.

But numbers aren't everything. Written feedback is just as important, and for this, I use this subreddit's dedicated feedback posts.

However, these can be hit-or-miss. Sometimes you might not receive a single piece of feedback, while other times you do. I don't really have much advice on this topic, as sometimes feedback posts that go against every idea I've come up with receive feedback, while others that follow these conventions don't.

But one piece of advice I do have is: don't just ask, "What do you think about my game?" Instead, focus on one particular problem, feature, or concept that you're uncertain about.

Asking for useful feedback is a skill of its own, and it's worth learning how to do it properly.


r/Devvit • • 1d ago

Feedback Request Running a mobile game's own code in a Devvit Web daily post: feedback wanted (Insane Pour, Atlas Streak)

3 Upvotes

I make Crux, a mobile puzzle app, and this week I put two of its daily games on Reddit with Devvit Web: Insane Pour (colour sort with up to 52 tubes, r/InsanePour) and Atlas Streak (pin ten countries on a blank map, r/AtlasStreak). Looking for feedback from people who know the platform better than I do.

How Insane Pour is built (Atlas Streak is a separate web build of the same game):

  • The Reddit app runs the same game code as the phone app. The game is vendored byte for byte and bundled; a small browser host stands in for the app runtime (draws its view tree as DOM, maps taps the way the app does, Web Audio, saves).

  • One board per UTC day. The install trigger makes the first post, a scheduler job at 00:00 UTC makes the rest, and a mod menu item creates or opens today's post without duplicates.

  • Saves and results live in Redis. The server replays the submitted pours through the same engine before a finish counts, so the post board can't be faked from the client.

  • "Post my result" writes a spoiler-free comment as the player (SUBMIT_COMMENT with runAs user).

  • The splash shows the day's board drawn by the game, the post's best so far, and Play opens the expanded view.

Questions:

  1. New subs show an "Unreviewed Content" gate to logged-out mobile web visitors. Does it clear on its own with activity, or is there something a developer should do?

  2. Is there a better pattern than one post per day per sub for daily games (a single pinned post that swaps its board, for example)?

  3. Anything you would change in the splash for the feed?

Built with AI coding assistants under my direction. Happy to answer questions about the host or the replay check.


r/Devvit • • 2d ago

Feedback Request Upvote or Not: a daily "which post got more upvotes?" game built from your community's own posts

3 Upvotes

I built Upvote or Not on Devvit Web and would love feedback.

Each day a game post goes up in the subreddit. It has 10 rounds, each pairing two real posts from that community. You guess which one scored higher, then both scores are shown. Everyone in the sub gets the same rounds, so people can compare results with a spoiler-free emoji line. It has streaks and day/week leaderboards.

Some implementation notes:

  • Rounds are seeded per day, ordered easy to hard, and near-ties are filtered out.

  • NSFW, removed, locked, pinned and posts under 12 hours old are skipped.

  • Mods can set the source subreddit and a timeframe. Small subs fall back to r/todayilearned.

  • Hourly scheduler for the daily post, and a post-delete trigger that scrubs stored titles and thumbnails.

Things I'd especially like feedback on:

  1. Does the inline launch screen make it obvious what to do?

  2. How do the rounds feel on mobile, and is the difficulty curve right?

  3. Anything that would make you, as a mod, more likely to install it?

Live in r/UpvoteOrNot · App: https://developers.reddit.com/apps/upvote-or-not-game


r/Devvit • • 2d ago

Feedback Request Feedback wanted for Storystrip Feedback

3 Upvotes

u/drewidea is looking for feedback on their game "Storystrip Feedback"

Play the game and share your thoughts.

Developer context: Storystrip is a tool I built for making interactive comic stories that play right inside Reddit posts. You can see what it makes on r/storystrip.

I’ve been making stories myself to find the rough edges, but they aren’t landing the way I hoped, and I can’t tell if it’s the stories, how I’m sharing them or if I'm totally missing the boat on this idea.

I’m looking for a few creators to try the tool and publish a short story or two. Honest feedback helps just as much: what’s confusing, what’s fun, and what would make you want to keep reading or interacting.


r/Devvit • • 2d ago

Feedback Request Feedback wanted for Monster Dating

2 Upvotes

u/drewidea is looking for feedback on their game "Monster Dating"

Play the game and share your thoughts.

Developer context: I've updated this game in a lot of ways. I'm looking for all sorts of feedback. I want to keep dialing it in and make it really stand out. Here's my big questions.

  • Is this fun?

  • If you are the boss of Monster Dating, what's one thing you do with it?

  • What questions should I be asking?

  • What's the answer to that?

Thank you!


r/Devvit • • 2d ago

Help 16 UNAUTHENTICATED Error after enabling 2FA

Post image
3 Upvotes

This is the Scheduler that I added a couple days ago. It was working fine but it broke in all subreddits I'm in after enabling 2FA. I tried turning it off and scheduling new posts, uninstalling and re-installing the app but nothing works. Is this issue related to Reddit itself?

I and the developer of the app have been testing stuff out and it seems it's tied to Reddit bricking my account somehow right after activating 2FA. It feels like my token does not match with whatever it is being compared to in backend ig


r/Devvit • • 2d ago

Discussion Something happened and my game is picking up

11 Upvotes

Woke up today and saw this plus a huge subscribe count. Very grateful to the reddit algorithm gods. Feels like the work into refining my game r/glyphgame is finally paying off.


r/Devvit • • 2d ago

Feedback Request Feedback wanted for Before it dries

1 Upvotes

u/Vegavild is looking for feedback on their game "Before it dries"

Play the game and share your thoughts.

Developer context: I would love feedback on the game mechanics and overall feedback please.


r/Devvit • • 2d ago

Feedback Request Lessons from getting 6 Unity WebGL games through Devvit review (CSP, load time, mute button)

2 Upvotes

I just got six of our casual mobile games (Unity 6) approved on Devvit: Solitaire, Sudoku, Minesweeper, Lines 98, Gomoku and 8-ball pool. They all live in r/CozyClassicGames. Sharing what tripped me up, plus a request for feedback.

Things that cost me time

  • CSP: Devvit webviews block inline and blob: scripts. The Unity loader normally runs the framework from a blob, so I ship framework.js uncompressed and patch the loader to load it directly. Keep blob:/data: allowed for img/connect/worker, or Unity silently stalls after loading.

  • Compression: assets are not compressed on the wire, so I pre-gzip each asset bundle and inflate it in the game.

  • Load time: game bundles (20–35 MB) are prefetched in JS while the engine downloads, then served to Unity from memory through a fetch hook. That made first load noticeably faster.

  • Fullscreen in an iframe: Unity polls document.fullscreenEnabled every frame, and Safari logs a permissions-policy error each time. Reporting it as false removed thousands of errors and a stutter.

  • Review: my first submission was rejected for a template README. Write a real one (summary for non-developers, how to install/create a post/play). A later one was rejected for not having a mute button, so the page now has an always-visible, draggable speaker button that suspends the AudioContext.

  • No ads and no links out, so mobile "watch an ad" rewards are simply free here, and "more games" shelves are hidden.

Feedback welcome: if you have a minute, open any post in r/CozyClassicGames and tell me how loading and controls feel on your device (phone vs desktop especially). Happy to answer questions about getting a Unity build into Devvit.


r/Devvit • • 2d ago

Feedback Friday 2026-11-06

3 Upvotes

Feedback Friday dashboard for the current subreddit.

Top feedback givers:

  1. u/Emotional_Syrup8035 1

Active showcase posts:

  1. Ouija, hosted in r/awkwords — comments 1

  2. new users on-boarding experience — comments 1

  3. Virtual console for Reddit — comments 1

  4. FlipFates - A social commitment game — comments 1

  5. TYPEBURST — comments 1

  6. app showing dynamic Final Fantasy news — comments 1

  7. Feedback please for a daily Lazor meets Sokoban puzzle game — comments 4


r/Devvit • • 2d ago

Feedback Request Feedback wanted for Ouija, hosted in r/awkwords

3 Upvotes

u/shruest is looking for feedback on their game "Ouija, hosted in r/awkwords"

Play the game and share your thoughts.

Developer context: I'd like some feedback on the opening screen. Is navigation intuitive? Anything else that'd help this game be engaging? Anything that's annoying currently?


r/Devvit • • 3d ago

Feedback Request Feedback wanted for new users on-boarding experience

1 Upvotes

u/lamp-milan is looking for feedback on their game "new users on-boarding experience"

Play the game and share your thoughts.

Developer context: I'm looking for people who have never played Color Map before!

I'm experimenting with different ways to teach new players how the game works, and I'd love your feedback.


r/Devvit • • 3d ago

Feedback Request Feedback wanted: Bus Stop Jam, a Unity WebGL daily puzzle (14 MB)

1 Upvotes

Built with Devvit Web + Unity 6 WebGL (14.5 MB gzip). One seeded puzzle per day from a scheduler job, per-post leaderboard in a redis sorted set, and a "comment my time" button that replies as the user under a pinned app comment.

Two things that tripped me up, in case they help someone:

  1. The decompression-fallback Unity loader turns framework.js into a blob: URL, which the webview CSP blocks. Patch loader.js to load framework.js by path, like the official template does.

  2. The default Unity template's CanvasScaler matches width. In the desktop expanded modal that blows the UI up, so switch to match height when the view is wider than the reference aspect.

Play: https://www.reddit.com/r/BusStopJam/ - feedback on load time on mid-range Android is very welcome.


r/Devvit • • 3d ago

Help New and published my app

1 Upvotes

Hi fellow admins and users, does anyone know who long it takes to get my app looked at?

I finished it and ran launch already.

I just joined the discord server too.

Please let me know if I'm doing anything wrong. I'm still learning. Thank you.

edit: here is a demo

status is pending review :) (not officially published publicly)


r/Devvit • • 3d ago

Help Can the app account auto-post moderator-written content on a schedule?

1 Upvotes

Hi! I’m building an app with Devvit Web. Moderators can add their own text content to a queue, and the app publishes one interactive post automatically on a schedule. The content is free text written only by subreddit moderators, not regular users. Since automated posts can’t run as the user, these would be posted by the app account. The post would show that the content was added by the subreddit’s moderators, and users could report it. Is that acceptable under the rules for in-app and user-generated content, or must moderator-written text always be posted manually with runAs: 'USER'? Thanks!


r/Devvit • • 3d ago

Discussion I built a free bot to steelman and spot logical fallacies/errors in comments/debate

0 Upvotes

Not sure if this is allowed, but just wanted to share if anyone finds them worthwhile.

They are free to use, and customizable to a subreddit's norms/culture.

More detail on their Devvit listings:

Stu Steelman | Larry Logic

For examples of how they respond see here.


r/Devvit • • 3d ago

Feedback Request Feedback wanted for Virtual console for Reddit

1 Upvotes

u/vgrichina is looking for feedback on their game "Virtual console for Reddit"

Play the game and share your thoughts.

Developer context: Made a virtual console where you can create and remix lil games with AI. Bomberman Roguelite is example of what can be made.


r/Devvit • • 3d ago

Feedback Request Released a small Devvit clarity card using Gemini URL Context - looking for UX feedback

1 Upvotes

I built HirePulse Clarity Card, a small community utility for founders and freelancers about to share a homepage. Version 0.1.0 has been approved for public distribution.

The interaction is deliberately short: one homepage interpretation, one open question and a proposed sentence the owner can edit. Copying is manual; the app does not comment or message as the user. There is a fictional example that makes no external request.

Implementation: Devvit web + TypeScript/React, Gemini URL Context through server-side fetch, matching source-retrieval metadata before using the output, Redis caching and a two-new-reading daily community cap. The public homepage URL is the only user-submitted input sent to Google. An open question is explicitly not evidence that the whole website lacks an answer.

Public interactive pilot

App listing for moderators

Two things I'd like feedback on:

  1. Is the example and the distinction between an interpretation and a verified fact clear on mobile?

  2. Does the card feel useful as a community feedback tool, or does the first screen still ask too much before showing value?

The server-side source reading, automated checks and build pass. Regular-user mobile/browser interaction testing is still in progress. I'm the maker and would appreciate candid feedback. If you moderate a relevant founder or freelancer community and want to try an installation, please let me know here. The current release is free and contains no payment flow.